ITS 832 Chapter 13 Management of Complex Systems: Toward Agent-Based Gaming for Policy Information Technology in a Global Economy Professor Michael Solomon 1 Introduction Simulating/Managing Social Complex Phenomena Leadership and Management in Complex Systems Serious Gaming Agent-Based Games for Testing Leadership and Management Single and Multiplayer Settings Summary and conclusions Simulating and Managing Social Complex Phenomena Study of how people interact Scale prohibits experimentation with real populations Agent-Base modeling (ABM) Networked agents Each agent is an individual Interaction may modify agent behavior Managing complex phenomena introduces complexity Techniques to manage turbulent situations vary Technique success depends on responding to agent behavior Which may change based on interactions Leadership and Management in Complex Systems Traditional leadership research Generally focuses on single period in time Doesn’t address dynamic relationships Timing of leadership principle application matters Primary leadership functions Instructional and regulatory Developmental Simulations offer promise to help model leadership in complex systems Serious Gaming Applying gaming techniques to real life situations Flight simulators Effective for evaluating complex environments Player must interact with multiple actors and situations Currently used for side range of training applications Leadership use Deterministic – limited scope ABMs in serious gaming can help understand more complex interactions Agent-Based Games for Testing Leadership and Management ABM games with autonomous AI population Test leadership style effectiveness Explore which styles work best in different situations Determine the best choice for a given scenario Current state of the art is more conceptual Advances needed in interfaces Need to allow users to interact with simulation Keep players engaged Behavior Impacted by Multiple Factors How different factors influence one another and result in behavior (opportunity consumption), which aggregates over all simulated consumers and results in macrolevel outcomes that set the conditions for a next behavioral cycle. In the consumat approach, the agents have existence needs (e.g., food, income), social needs (group belongingness and status), and identity needs (personal preferences, taste). To select a behavior an agent can employ four different types of decisional strategies, depending on its satisfaction and uncertainty.A satisfied and certain agent will repeat its previous demand, which captures habitual behavior/routine maintenance. A satisfied but uncertain agent will imitate the demand of a similar other in its network, which reflects normative compliance (fashion). A dissatisfied and certain agent will evaluate all possible demands and select the one providing the best outcomes (optimizing). And finally, a dissatisfied and uncertain agent will inquire the demands other agents had and copy this de ...